Ok so I've decided to allow some testing although it's FAR from truly 'ready'.
DISCLAIMER:
This is a very early public test just so we can test out stability. DO NOT EXPECT WORKING FEATURES! You can log on... fight a bit but that's about ALL you can do. Do NOT expect anything fully completed.
WARNING:
The item/class swap npcs are not done (guy working on them hasn't been on yet today, I'll add them when they are ready) and as such I've ONLY added the main working classes. Namely: Monk, Ninja, Trojan and warriors.
ARCHERS AND TAO WILL NOT GAIN SKILLS OR GEARS! I DO NOT SUGGEST MAKING ONE. WAIT UNTIL WE DO OUR RANGED DMG UPGRADE
My reasoning for leaving them out is simply because I've never bothered fully coding mdef and I really don't want nubs going around doing crazy mdmg to everyone ok?
You can download the loader from
OR you can simply edit your conquer loader using the following information
Code:
[Loader]
IPAddress=64.191.11.24
LoginPort=9959
GamePort=5816
Website=http://www.hellmouthco.com
Your account is made when you first log in, a proper website will be made eventually but for the state the server is in right now I simply don't see a point.
LIST OF THINGS THAT ARE CONSIDERED WORKING!
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Arena: Ranks do not update instantly, this is normal. The wining player still sees the quit button (issue of me needing to log the winners packets)
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Arena Points: You can buy them for money if under 1,500 but I disabled the money cmd for now... We'll see if it needs to be re-added. Pking players will transfer arena points between you both. I may convert this to a temporary nobility system eventually but for now it's just fine as it is. I will add other methods of gaining arena points as the server progresses.
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Warehouses: They store money... items are just being finished up by arco in his free time. I'm staying out of warehouses for now personally
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Teams: Functional including team chat iirc
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Composition: Should work. I'll be ignoring the free items I'm giving out though
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Trade: Known issue: When one person cancels other window shows open.
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Monk Skills: Trip atk, palm and kick all work and oblivion is there for the status effect really
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Wep Skills: Single target wep skills such as nix are all coded
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Magic Skills: Single target magic skills such as thunder/tornado are coded
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Fb/SS: Done
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Herc/Tfb: Done, needs dmg tweak... I made it a bit too weak
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View Gears: Minor bug if someone is naked it doesn't show gear. Not a big issue
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Spawn Entities: Minor bug with the current map system that needs to be corrected... I'll change it back soon just more important things atm. If someone doesn't show just go offscreen/back.
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Shops: Buy/sell works... most shops aren't added in though.
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Status effects: They should all work just fine
MINOR KNOWN BUGS
When killing players with magic skills they don't display death effect (no clue why... I am sending atk packet type 14 and yet it doesn't display.. I may need to pair with a magic use packet. I'll look into it later
Ground items are not quite complete (they were done just not added all the functionality back into new map system lol!)
Please report any issues in this thread or on our forum (

) and offer any suggestions!
Fixes:
-Added fix for an issue that could possibly cause crash in the server processing thread (enumeration w/o locking is a baaad plan xD)
-Added Warrior starting gear/skills/profs
-Added Arena Npc and made it free pk
-Fixed bug in radiant palm where it would sometimes hit YOURSELF (lol)
-Nerfed Radiant palm dmg... it was super high.
-Removed trading/droping/minor composition using locked, bound or suspicious items.
Major bug:
Map system is all screwed up all of a sudden. It was never like this before but I'll re-code it when I have time.
<<<<EDIT>>>>
UPDATES:
Ok so I just took a bit of time to fix up some of the more glaring bugs occurring right now.
Map System: There were TONS of problems with adding/removing/spawning from map which was due to some buggy code I threw in there sometimes allowing multiple copies of the same object/etc. I've done a stopgap fix for now (it's not allowing multiple copies and is doing proper add/remove now). It's not ideal from an efficiency standpoint but unless we start having like 100 ppl online the difference will be un-noticeable.
PVP: As anyone who logged on knows, damage was wonky... Turns out I had dragon gems counting twice in the source which caused all sorts of boosted dmg. I've also wiped characters and reduced the gear you start with, boosted your starting vit significantly and also added a base dmg reducer for the time being.
Once we start allowing for people to customize their gear somewhat (IE: Events) I will remove the base dmg reducer (rigth now all dmg is cut in by 40 percent approximately).